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250 lines
9.2 KiB
Lua
250 lines
9.2 KiB
Lua
----------------------------------------------------------------------------------------------------
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--
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-- Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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--
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-- SPDX-License-Identifier: Apache-2.0 OR MIT
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--
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--
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--
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----------------------------------------------------------------------------------------------------
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FogVolume =
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{
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type = "FogVolume",
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Properties =
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{
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bActive = 1, --[0,1,1,"If true, fog volume will be enabled."]
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eiVolumeType = 0, --[0,1,1,"Specifies the volume type. The following types are currently supported: 0 - Ellipsoid, 1 - Cube."
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Size = { x = 1, y = 1, z = 1 },
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color_Color = { x = 1, y = 1, z = 1 },
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fHDRDynamic = 0, --[-10,20,0.01,"Specifies how much brighter than the default 255,255,255 white the fog is."]
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bUseGlobalFogColor = 0, --[0,1,1,"If true, the Color property is ignored. Instead, the current global fog color is used."]
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GlobalDensity = 1.0, --[0,1000,1,"Controls the density of the fog. The higher the value the more dense the fog and the less you'll be able to see objects behind or inside the fog volume."]
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DensityOffset = 0.0, --[-1000,1000,1,"Offset fog density, used in conjunction with the GlobalDensity parameter."]
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NearCutoff = 0.0, --[0,2,0.1,"Stop rendering the object, depending on camera distance to object."]
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FallOffDirLong = 0.0, --[0,360,1,"Controls the longitude of the world space fall off direction of the fog. 0 represents East, rotation is counter-clockwise."]
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FallOffDirLati = 90.0, --[0,360,1,"Controls the latitude of the world space fall off direction of the fog. 90 lets the fall off direction point upwards in world space."]
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FallOffShift = 0.0, --[-100,100,0.1,"Controls how much to shift the fog density distribution along the fall off direction in world units (m)."]
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FallOffScale = 1.0, --[-100,100,0.01,"Scales the density distribution along the fall off direction. Higher values will make the fog fall off more rapidly and generate thicker fog layers along the negative fall off direction."]
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SoftEdges = 1.0, --[0,1,0.01,"Specifies a factor that is used to soften the edges of the fog volume when viewed from outside."]
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RampStart = 0.0, --[0,30000,1.0,"Specifies the start distance of fog density ramp in world units (m)."]
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RampEnd = 50.0, --[0,30000,1.0,"Specifies the end distance of fog density ramp in world units (m)."]
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RampInfluence = 0.0, --[0,1,0.0,"Controls the influence of fog density ramp."]
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WindInfluence = 1.0, --[0,20,0.0,"Controls the influence of the wind."]
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DensityNoiseScale = 1.0, --[0.0,10.0,0.0,"Scales the noise for the density."]
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DensityNoiseOffset = 1.0, --[-2,2,0.0,"Offsets the noise for the density."]
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DensityNoiseTimeFrequency = 0.0, --[0,1,0.0,"Controls the time frequency of the noise for the density."]
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DensityNoiseFrequency = { x = 10, y = 10, z = 10 }, --[1,1000,0.1,"Controls the spatial frequency of the noise for the density."]
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bIgnoresVisAreas = 0, --[0,1,0,"Controls whether this entity should respond to visareas."]
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bAffectsThisAreaOnly = 0, --[0,1,0,"Set this parameter to false to make this entity affect in multiple visareas."]
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},
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Fader =
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{
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fadeTime = 0.0,
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fadeToValue = 0.0,
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},
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Editor =
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{
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Model = "Editor/Objects/invisiblebox.cgf",
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Icon = "FogVolume.bmp",
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ShowBounds = 1,
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},
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}
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function FogVolume:OnSpawn()
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self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
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self:SetFlags(ENTITY_FLAG_NO_PROXIMITY, 0);
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end
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-------------------------------------------------------
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function FogVolume:InitFogVolumeProperties()
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--System.Log( "FogVolume:InitFogVolumeProperties" )
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local props = self.Properties;
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self:LoadFogVolume( 0, self.Properties );
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end;
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-------------------------------------------------------
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function FogVolume:CreateFogVolume()
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--System.Log( "FogVolume:CreateFogVolume" )
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self:InitFogVolumeProperties()
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self.active = true;
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end
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-------------------------------------------------------
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function FogVolume:DeleteFogVolume()
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--System.Log( "FogVolume:DeleteFogVolume" )
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self:FreeSlot( 0 );
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self.active = false;
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end
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-------------------------------------------------------
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function FogVolume:OnInit()
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self.active = false;
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if( self.Properties.bActive == 1 ) then
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self:CreateFogVolume();
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end
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end
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-------------------------------------------------------
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function FogVolume:CheckMove()
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end
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-------------------------------------------------------
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function FogVolume:OnShutDown()
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end
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-------------------------------------------------------
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function FogVolume:OnPropertyChange()
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--System.Log( "FogVolume:OnPropertyChange" )
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if( self.Properties.bActive == 1 ) then
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self:CreateFogVolume();
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else
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self:DeleteFogVolume();
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end
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end
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-------------------------------------------------------
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-- optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame
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function FogVolume:OnPropertyAnimated( name )
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local changeTakenCareOf = false;
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if (name=="GlobalDensity") then
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self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity); -- using fade with 0 time as there is not a 'set' function.
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changeTakenCareOf = true;
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end
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return changeTakenCareOf;
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end
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-------------------------------------------------------
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function FogVolume:OnReset()
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self.active = false;
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if( self.Properties.bActive == 1 ) then
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self:CreateFogVolume();
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end
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end
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-------------------------------------------------------
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-- Hide Event
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-------------------------------------------------------
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function FogVolume:Event_Hide()
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self:DeleteFogVolume();
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BroadcastEvent(self, "Hide");
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end
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-------------------------------------------------------
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-- Show Event
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-------------------------------------------------------
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function FogVolume:Event_Show()
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self:CreateFogVolume();
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BroadcastEvent(self, "Show");
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end
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-------------------------------------------------------
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-- Fade Event
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-------------------------------------------------------
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function FogVolume:Event_Fade()
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--System.Log("Do Fading");
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self:FadeGlobalDensity(0, self.Fader.fadeTime, self.Fader.fadeToValue);
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end
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-------------------------------------------------------
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-- Fade Time Event
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-------------------------------------------------------
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function FogVolume:Event_FadeTime(i, time)
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--System.Log("Fade time "..tostring(time));
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self.Fader.fadeTime = time;
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end
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-------------------------------------------------------
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-- Fade Value Event
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-------------------------------------------------------
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function FogVolume:Event_FadeValue(i, val)
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--System.Log("Fade val "..tostring(val));
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self.Fader.fadeToValue = val;
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end
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-------------------------------------------------------
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-- Set Enabled Event
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-------------------------------------------------------
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function FogVolume:Event_Enabled(i, enable)
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if (enable) then
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self:CreateFogVolume();
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self:ActivateOutput( "Enabled", true );
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else
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self:DeleteFogVolume();
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self:ActivateOutput( "Enabled", false );
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end
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end
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-------------------------------------------------------
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-- Set GlobalDensity Event
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-------------------------------------------------------
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function FogVolume:Event_SetGlobalDensity(i, val)
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self.Properties.GlobalDensity = val;
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self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity);
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end
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-------------------------------------------------------
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-- Set DensityNoiseOffset Event
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-------------------------------------------------------
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function FogVolume:Event_SetDensityNoiseOffset(i, val)
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self.Properties.DensityNoiseOffset = val;
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self:CreateFogVolume();
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end
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-------------------------------------------------------
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-- Set DensityNoiseScale Event
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-------------------------------------------------------
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function FogVolume:Event_SetDensityNoiseScale(i, val)
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self.Properties.DensityNoiseScale = val;
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self:CreateFogVolume();
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end
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-------------------------------------------------------
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-- Set WindInfluence Event
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-------------------------------------------------------
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function FogVolume:Event_SetWindInfluence(i, val)
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self.Properties.WindInfluence = val;
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self:CreateFogVolume();
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end
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-------------------------------------------------------
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-- Serialization
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-------------------------------------------------------
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function FogVolume:OnLoad(table)
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if(self.active and not table.active) then
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self:DeleteFogVolume();
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elseif(not self.active and table.active) then
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self:CreateFogVolume();
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end
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self.active = table.active;
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end
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-------------------------------------------------------
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function FogVolume:OnSave(table)
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table.active = self.active;
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end
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-------------------------------------------------------
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FogVolume.FlowEvents =
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{
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Inputs =
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{
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AO_Enabled = { FogVolume.Event_Enabled, "bool" },
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EV_Density = { FogVolume.Event_SetGlobalDensity, "float" },
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EV_DensityNoiseOffset = { FogVolume.Event_SetDensityNoiseOffset, "float" },
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EV_DensityNoiseScale = { FogVolume.Event_SetDensityNoiseScale, "float" },
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EV_WindInfluence = { FogVolume.Event_SetWindInfluence, "float" },
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},
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Outputs =
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{
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Enabled = "bool"
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},
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}
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